Devs--FIX THE PIERCE SWORD BUG!!!!!

The pierce swords are bugged. They inflict their damage prior to their attack, interrupting all attacks in their path. It is a bug that effects every single game of Lockdown. The damage leaders are always pierce sworders, who (defeat) all of LD with the bug.
HOT FIX THE BUG!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! patch needed asap
this is every bit as exploitable as looping arenas/floors which you have weighed in on as a bannable offense.
(Note: i don't think this should be bannable, it should be fixed)
EDIT: Please remember that if it is filtered in the game, it should not be used in the forums.

sounds like you are lagging. get a better connection.

Nope. The pierce swords are bugged.
You are not a winner, please try again.

Yeah, I use/get used by Twisted Snarble Barbs all the time & have never seen anything like this. Are you playing from outside the US? How many bars do you get on your connection strength icon?
http://wiki.spiralknights.com/Minimap
Are you playing T2 or T3? If you are a T3 Vog Set user it should not be a shocker to get gutted by a pure piercing blade. The piercing swords are the only pure non-normal damage swords, so it is a no brainer that they will dominate anybody without piercing armor.

U.S. 4 bars. Not sure i can believe you've never seen anything like this. At the very least you must scratch your head and wonder aloud why nobody fights back when you get near them, lol.
There is a reason pierce swords are regularly doing 12k+ damage, and it's not because of other peoples latency.
Imbalance=bad game design. It's baffling to me how many people will argue otherwise, and say things like l2p--which i realize you did not even come close to going there :) But the pierce swords go past imbalanced, and onto bugged.
I will continue to beat this drum, and bump this thread daily, because it is important to me. PvP is my favorite part of the game, until i get too frustrated at the broken pierce swords, and /sit in my locker until i get my coin for the match. Then try and find a different room, with less people exploiting the pierced sword bug. Nobody has to like my opinion, but in my opinion, it is getting the point where i feel like exploiting this is borderline cheating. I know it's not your job to balance the game or your responsibility per se to take a high road. But this is how i feel.

If what you describe is accurate, you should be able to trigger switches in the training hall before you see the animation. Can you create a video of what you are seeing?

I've never noticed anything weird with the pierce blades, and I have quite some latency. DA/GF on the other hand always hit from twice their range, but those are usually slow enough to get out of twice their range in time. And any pierce swords that attack you from the front are just a free DA/GF kill.
Also, while I've gotten 12k damage with nothing but Final Flourish I've gotten 16k with nothing but Gran Faust... so yeah. If the pierce swords get nerfed then it's just wrong to not also nerf DA/GF.
"If what you describe is accurate, you should be able to trigger switches in the training hall before you see the animation. Can you create a video of what you are seeing?"
This.
Further, what are you doing standing next to someone who has a BTB or FF out and is able to attack you? One couldn't dodge it otherwise whether the damage occurs a few frames before the swing or not. Is your reaction time so great that when the person is mid swing, you could get out of the way?
The only thing I can think of is, you're seeing the swing half a second after the damage, but this is ridiculous. My observations is that the first swing is so quick that the damage appears a few frames before the swing, but as the game is 30fps, this doesn't matter.
IGN: Sypsy
"And any pierce swords that attack you from the front are just a free DA/GF kill."
But I've repeatedly had Striker-class BTBs charge my DA head-on only to broface my first swing but get in a full three-hit combo on me before my second swing even connects. And that's with full Vog ASI too. :/

well it is proven that the DA's/GF's are bugged in Lockdown, they aren't bugged outside of LD only in it. So it is not out of the realm of possibility that Piercing Blades are bugged in LD as well.
Someone with BTB will dominate GF/DA users if he uses it properly, not the other way around..the first swing of BTB has as much reach and width as both of those but is MUCH faster..it also seems to "interrupt" DA/GF swings as they're starting up; oh and if they get the first hit they're pretty much guaranteed to get the second too as it has such strong auto targetting and lunges them forward
getting rid of auto-aim in LD would certainly stem the tide of flourish/bard dominance as the second two hits would be much more difficult to connect with.
"Nope. The pierce swords are bugged.
You are not a winner, please try again."
Context-appropriate Family Guy quote:
"It's common knowledge, Kevin Bacon was the star of Footloose, he was on the cover of People magazine!"
"No! No! No! Heehaw! Heehaw!"
Maybe instead of just saying "No, you're wrong," try doing what other posters have asked and bring video proof?

@moogzor
I believe you may be mistaken about the Flourish/Snarb reach vs the GF/DA. The arch of the Flourish/Snarb swing is about as wide as the GF/DA swing, but I believe the DA/GF has a slight reach advantage (talking first swing without stepping). I have done extensive first swing reach testing in the ATH using Calibur vs Troika vs Sealed. The Troika has around 1/2 a block of reach advantage over the Calibur. The sealed sword has the same reach as the Troika, which I find annoying because the Troika's model is waaay longer & should have even more reach then it does. I'll test Snarb vs Sealed next time I sign on, but I bet the Sealed has a slight reach advantage. I'll post again or edit later.

If what you describe is accurate, you should be able to trigger switches in the training hall before you see the animation. Can you create a video of what you are seeing?
From the look of it you're cancelling the animation there by tapping block. So if you had allowed the animation to play out it would have correctly coincided with the switch being hit, as it did on your first attempt. Also, the rapiers are fast weapons, and with ASI: Maximum on top of that it could just be that Spiral Knights isn't making the animation fast enough, which is why you can cancel the animation with block and still have it inflict a hit. Try removing your attack speed increases and see if you can still do that.
Also, the damage leaders are rarely people with rapiers, the damage leaders are generally people with Gran Fausts that run up and hit multiple people in a swing because they're standing too close together.

Why should it matter?
People are going to be shield cancelling and wearing full vog + trinkets in Lockdown, so it's still a problem.
Excellent video, WindOwl.
The issue wouldn't exist if getting hit by an attack didn't interrupt your own attack animation - this effectively means that piercing swords cannot be interrupted like every other sword, which is a significant advantage. Shield canceling barely factors into it at all, in most cases.
Edited.
Interesting! That should be fixed? or just move away from someone who has a ff/btb.
@hellrazer33
If it does have a slight reach advantage, it's not by much. In any case the flourish/snarble sword lines first swing is a lot more powerful than any of the other 3 hit swords
this is every bit as exploitable as looping arenas/floors which you have weighed in on as a bannable offense.
People are going to be shield cancelling and wearing full vog + trinkets in Lockdown, so it's still a problem.
So, shield cancelling should be patched altogether? Riiight.
It's not shield-cancelling that makes it a problem - it's an issue of animation priority.
A calibur with ASI maximum and a flourish with ASI maximum attack each other simultaneously. If they're really launching at the same time, the damage from the Flourish's attack (which happens, as demonstrated, *before* the animation) will interrupt the Calibur every time.
The disadvantage of having any other sword in PvP is that you leave yourself open during the start and end of the swing animation.
Piercing swords don't have that window of opportunity, because the damage occurs immediately, rather than when the animation completes successfully.

@WindOwl
You were just shield canceling the end of the animation for the 2nd hit (first thrust). This happens with the sealed swords too, but is less pronounced because they are so slow & the barb is so fast. There is a frame where you can see your Twisted Snarble Barb thrust forward and strike the switch. I think it might literally be a single frame I have not slowed it down to check.
Nothing weird in that vid.
The reason why a Calibur and a Flourish attacking simultaneously will cause the Calibur to get interrupted has nothing to do with the damage going before the animation. It's because the piercing swords are strictly faster than the Calibur line. This is common knowledge. Even the speed bar is longer, which, despite the fact that the bars are a poor way to judge a weapon, indicates that the pierce swords are supposed to be faster.
As for WindOwl's video, to echo previous posters, shield cancelling. However, it did seem as though the attack was still being performed, even though you had canceled the animation and were moving. I would count that as a glitch. I wouldn't say that makes the weapon ridiculously overpowered, but I would say that's something they should fix. Also, props for actually making the video and backing up the argument.

WindOwl only proved that he doesn't have a high enough framerate running SK to see the animation, which is likely what others complaining about this are facing.
I tested it myself with Final Flourish also with much less lag, and also where it's easier to see the true moment where the tip strikes due to the glowing trail tip it leaves, and you can see that the tip connects at the same time the switch changes. And this is even with shield-cancelling.
I'll try to upload later today.

So yeah, was impatient and did it already:
http://www.youtube.com/watch?v=EwZwJ0rarPE
It's easier to disprove that people's complaints about animation not syncing with the actual strike using Final Flourish. This is because of not only the tip-trail it leaves showing the path of the sword's dash, but also the additional animation of the large aura-slash.

I do wish I had a trail-leaving Flourish to test with, and yes, my framerate drops a bit when FRAPS is running, but you missed every single cancel as evidenced by the "aura slash" as you label it.
To address other points:
Yes, the flourish line will always beat out slower swords, no, that is not a glitch. The glitch is that the ASI doesn't scale the animation properly, only the hitboxes. Is it a big deal? Not really.

There were 5 combo-slashes in my video altogether. The only thing that designates a shield cancel is that the shield bubble doesn't appear. The 2nd-4th swings are proper shield cancels, so not sure what you are disagreeing against. You can even see the CIV's slash-aura in the Wiki's Shield-cancel section:
http://wiki.spiralknights.com/Shieldbearer_Guide#Shield_Canceling

I meant that you didn't cancel as early as possible. That GIF is irrelevant as it's a different sword line (not to mention, it's a GIF). If you cancel early enough on a Flourish, the hitbox comes out but the aura slash does not. I can do this pretty consistently with FRAPS only displaying the FPS as a constant 60 (not recording; it slows down when recording as I mentioned).

I see what you mean now, as I've been trying to do that more to cancel the second swing. Even with the Final Flourish, the trail doesn't exist when there is no swing-aura.
Actually though, it doesn't really prove the OP's point at all, like you already mentioned. I Final Flourish myself, and have never needed to use this type of canceling to get an upper hand in PVP or deal 15k+ damage per match, as it's technically slower than comboing out anyway, so I have major doubts that this is occurring in Lockdown.
jeburk, you're really just complaining about how fast the Flourish line combos out and how you can't react to the chain, not this "inflict their damage prior to their attack" glitch that isn't true, aside from lag.
Back here in T2 (I have a lot of 4* equipment but no 5* yet) I've been using, variously, a Rigadoon, a Kamarin, and a Shockburst Brandish. While the Rigadoon is a fast sword, I've never seen anything really odd happen with it compared to my other weapons.
I also can't recall getting stabbed before someone actually starts stabbing. Weirdest timing related thing I've ever seen was someone managing to hit me with each individual part of their combo despite that I should have been invulnerable for the second hit. Think I've been hit twice at once by someone using an Alchemer, as well.

Sometimes I see this when I am lagging heavily, when my connection is good it doesn't happen.
Like Volebamus said, none of this really proves the point OP was trying to make, which is that the attack happens before the animation. I've been using a Furious Flamberge since that line came out and I have never noticed anything like what he is saying.
I also performed this test in the training hall myself. Though I was hitting the trigger on the first swing, not the second. With ASI Max, the weapon moves very quickly, but the trail is easy to see. When the tip goes by the trigger, the trigger spins, not before. The trigger most definitely does not spin the moment I hit my mouse button.
With an acheron, the results are the same, it's a very fast swing. The only thing quirky I noticed is that the reach on the flourish is longer than the acheron's for the first swing. But maybe the that's just the difference in the arcs of the swords (broad and short vs long and narrow)?
I am suspicious that perhaps Jebunk's annoyance comes from differences between his and others ASI, different weapon choices or lag (or a combination of them.)
-- Sypsy

Flourishes share the same range on the first slash as the first swipe of a 2-swing sword, unique to Flourish-type swords.
Yes. I stand corrected. =)
I have no idea why I thought that calibur, brandish and flourish series swords (or 3-swing swords) all shared the same traits in terms of speed and distance.
But clearly the flourish is faster (even the mysterious bars show it, as mentioned earlier) and just different.
This also solves my recent question of whether I should use my acheron instead of my flourish in lockdown.
But given http://wiki.spiralknights.com/Swordmaster_Guide
No other swords from the "fast swords" category work well outside of the flourish/barb line.
-- Sypsy
this topic is also been made in bug report. if you are tired of the bug please go cosign. As well as submit in-game bug reports. Let's get this bug fixed.